1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/features/corpse_util.lua
SimonFlapse 4258568c90
Catching up (#2) (#3)
* Add creep spread mechanic

* Added bot ore islands, use bool flag to turn on.

* Added a noise based chest spawning system for artefacts

* Added coin loot from biters and mining

* Track artefacts launched into space

* Add Creepy map preset

* Update donators.lua

* Add scenario info for crashsite (#291)

* Split colors resources from colors code & catchup on donators (#288)

* Split colors resources from colors code

* Switch back to colors

* Added jail button

Moved parts of the jail command to report.lua

Made jailing possible from a users report.

closes #215

* Added sound for new reports

Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window.

Currently set the sound_path as utility/tutorial_notice

* Split chat triggers from control

* Move cheat tracking outside of control.lua

* Remove player-specific code

* Split donator/on_join messages out of control

* Move features into features folder

* Indentation fix

I aimed to fix the troublesome indentation.

* Added a single indent

* Make sure biter modifiers are accessible for mods

* Consistency change regarding table access

* Added NightTime.lua

Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle)

Also added a popup when a player places a solar panel informing that they are purely cosmetic

Removed the recipe for portable solar panels because they are useless, but the technology is needed.

* Fixed debug print grid value to show non-rounded value

* added support for hidden tiles

* Add newline to eof

* Fixed no newline, indentation and scope of research

* crash_site outposts set hidden tile to 'grass-1'

* Log items spawned by crafting in cheat mode

* Newline to eof

* Put responses into table

* Use trigger as table key

* Change name of lattice to diagonal lattice (#297)

* Add Diagonal Ribbon to map presets (#294)

* Reorganize control (#312)

* Check for config before disabling fish market (#311)

* Force diggy biters to spawn, even if there's no space (#308)

* Fixed some small things from feedback and issues (#313)

* Update fractal_balls.lua

* Add ALo's message and color (#314)

* Add join message for ALo

* Add ALo's color

* Typo in donators.lua

* fixed tile corruption issus closes #310 (#317)

* Update player_list.lua

* Update diagonal_ribbon.lua (#322)

* Regulars: remove duplicates and sort alphabetically (#320)
2018-11-12 20:23:25 +01:00

110 lines
2.8 KiB
Lua

local Event = require 'utils.event'
local Global = require 'utils.global'
local Task = require 'utils.Task'
local Token = require 'utils.global_token'
local Game = require 'utils.game'
local player_corpses = {}
Global.register(
player_corpses,
function(tbl)
player_corpses = tbl
end
)
local function player_died(event)
local player_index = event.player_index
local player = Game.get_player_by_index(player_index)
if not player or not player.valid then
return
end
local pos = player.position
local entities =
player.surface.find_entities_filtered {
area = {{pos.x - 0.5, pos.y - 0.5}, {pos.x + 0.5, pos.y + 0.5}},
name = 'character-corpse'
}
local tick = game.tick
local entity
for _, e in ipairs(entities) do
if e.character_corpse_player_index == event.player_index and e.character_corpse_tick_of_death == tick then
entity = e
break
end
end
if not entity or not entity.valid then
return
end
local text = player.name .. "'s corpse"
local position = entity.position
local tag =
player.force.add_chart_tag(
player.surface,
{icon = {type = 'item', name = 'power-armor-mk2'}, position = position, text = text}
)
if not tag then
return
end
player_corpses[player_index * 0x100000000 + tick] = tag
end
local function remove_tag(player_index, tick)
local index = player_index * 0x100000000 + tick
local tag = player_corpses[index]
player_corpses[index] = nil
if not tag or not tag.valid then
return
end
tag.destroy()
end
local function corpse_expired(event)
local entity = event.corpse
if entity and entity.valid then
remove_tag(entity.character_corpse_player_index, entity.character_corpse_tick_of_death)
end
end
local corpse_util_mined_entity =
Token.register(
function(data)
if not data.entity.valid then
remove_tag(data.player_index, data.tick)
end
end
)
local function mined_entity(event)
local entity = event.entity
if entity and entity.valid and entity.name == 'character-corpse' then
-- The corpse may be mined but not removed (if player doesn't have inventory space)
-- so we wait one tick to see if the corpse is gone.
Task.set_timeout_in_ticks(
1,
corpse_util_mined_entity,
{
entity = entity,
player_index = entity.character_corpse_player_index,
tick = entity.character_corpse_tick_of_death
}
)
end
end
Event.add(defines.events.on_player_died, player_died)
Event.add(defines.events.on_character_corpse_expired, corpse_expired)
Event.add(defines.events.on_pre_player_mined_item, mined_entity)